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View Full Version : StaticMesh issues



dejan
05-03-2008, 09:46 AM
How do you make static meshes and textures part of the map, so that anyone that dowloads it can get them without having to search for them and dowloading them separately.I got a couple of new static meches in a map, but when i try to use them in my own map, it looks fine on my computer, but on another it looks all white.(and it's not supposed to).The collision is set to false so i don't know if it's only the texture part that's missing.
Can someone help me w/ this, it's my first map, and i'd just like to finish it already and move on...?

nELsOn
05-03-2008, 07:39 PM
when you import textures or meshes, make sure you import them to MyLevel. this way the textures and meshes are saved as part of your map.

dejan
05-08-2008, 07:13 AM
when you import textures or meshes, make sure you import them to MyLevel. this way the textures and meshes are saved as part of your map.

Yes, i kinda suspected it has something to do w/ that, so i tried that yesterday, i imported one of those meshes which didn't show up, and saved it as myLevel.Will i have to do the same for all of them or is this one enough for the engine to save them all?

{TARD}-C3nT
05-08-2008, 10:19 AM
You have to do it every time for anything custom that you import into the map.

AZ-{OVGY}
05-08-2008, 02:48 PM
You will also need to import any textures the meshes use into your map. If there are alot of meshes/textures it might be wise to save them to their own packages rather than MyLevel, for example mymeshes.usx, mytextures.utx. You will obviously need to distribute them packages with your map too.

nELsOn
05-09-2008, 07:55 AM
You will also need to import any textures the meshes use into your map. If there are alot of meshes/textures it might be wise to save them to their own packages rather than MyLevel, for example mymeshes.usx, mytextures.utx. You will obviously need to distribute them packages with your map too.

just out of curiousity - why would you save them to seperate files?
i've seen lots of maps with large amounts of custom content and it was all nicely saved in myLevel

AZ-{OVGY}
05-09-2008, 09:15 AM
You would do it out of preference and/or best judgement. Have you ever been on a server where a map is maybe 30MB and you've allready downloaded say 90% of it and for some reason you get connection lost. When you reconnect you start from 0% again. By splitting up the packages to say a mesh and a tex package if you get a connection lost you wont have to redownload all of it again, you'll start from the package you were on (You may allready have the map file itself and the mesh package leaving you only the tex package to download on reconnect for example). As a rule of thumb I always split my files, If my map is under 10-15MB I import everything to my MyLevel, if its anything over I make seperate packages, and I try to keep each one of those to around 10-15MB. As I said though it is a matter of preference and best judgement, being a server admin myself I know how much clients get annoyed with large filesizes and connection lost issues.

nELsOn
05-09-2008, 11:57 AM
ok. i didn't think of in-game downloads. you've certainly got a point there.